Madden NFL 2003 (PlayStation 2)
Full Strategy Guide
Document Written by PyroFalkon (pyrofalkon@hotmail.com)
Current Version: 2.0a
Last Update: 26 March 2003
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||LATEST UPDATE||
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v2.0a (26 March 2003)
Removed one tip because enough people told me that it wasn't working right.
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||TABLE OF CONTENTS||
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PART 1: INTRO
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1. Intro
2. Player Positions
3. Teams
PART 2: HEAD COACH
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4. Offense
a. Basic Theory
b. Advanced Theories
c. Beating the Blitz
d. Personal Faves
e. Going for Two
5. Defense
a. Basic Theory
b. Advanced Theories
c. Personal Faves
6. Special Teams
a. Kickoffs
b. Field Goals
c. Punts
d. When to Fake
7. The End Game
a. Offense, Leading
b. Defense, Leading
c. Offense, Trailing
d. Defense, Trailing
8. Challenging Plays
PART 3: GENERAL MANAGER
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9. Signing
10. Re-signing
a. Player Progression
11. Trading
12. Scouting
13. Drafting
PART 4: OTHER MADDEN FEATURES
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14. Create-a-playbook
a. Offensive Formations
b. Offensive Plays
c. Defense
d. Submitted Formations
15. Create-a-team
16. Create-a-player
17. Madden Cards
18. Export-a-team
PART 5: OTHER GAME MODES
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19. Mini-Camp
20. Online
21. Tournament
22. Two-minute Drill
23. Football 101
24. Practice
25. Situation
PART 6: PLAYERS AND TEAM RANKINGS
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26. Top 15 Players by Position
27. Top 10 Teams by Category
PART 7: FAQ STUFF
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28. Version History
29. Copyright Info
30. Contact Info
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| PART 1: INTRO |
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This part of my FAQ holds my opening statement (like I'm on trial or
something), a list of all the positions of football, and a list of all the NFL
teams. The abbreviations will be listed for positions and teams, and I'll refer
to those abbreviations throughout the rest of the document.
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||1. INTRO||
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Despite my promise on the last update of my Madden 2002 FAQ, I was not going to
do an FAQ on Madden 2003. I don't know, maybe it was laziness or FAQ burnout or
something, but I was real hesitant in doing it.
However, I've had a change of heart, and now I'm going to write this one. Now,
it's more of an update to my Madden 2002 FAQ than a brand spankin' new one, but
it's complete. I've added things that are new to the series, and I've expanded
the GM part and Challenging Plays section.
If a lot of this FAQ looks familiar, that's because... well, it is. A lot of
this is directly copied from my 2002 FAQ. As always, I make no apologies for
plagerizing myself.
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||2. PLAYER POSITIONS||
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This section deals with what each player's position is, and what skills you
want to look for when you either sign or trade for that position. Also, I'll
only refer to the full name in this section... otherwise, throughout the FAQ
I'll be using the abbreviations.
OFFENSE
=======
Quarterback (QB) - This player is the leader of the offense. He's the first one
to touch the ball on any play. He'll either hand it off to a runningback, or
throw it downfield for a pass. A QB needs to have good Throwing Power (THP) and
Throwing Accuracy (THA) if you intend to use a lot of passing plays. If your QB
has high Speed (SPD), he can run the ball himself during plays that break down,
or simply to avoid getting sacked by the defense.
Halfback (HB) - This player is your main runner. He'll typically just take
handoffs and run downfield, although he may go out for some passing plays. He
needs high SPD, Acceleration (ACC), and Agility (AGI) of course, and a high
Carrying (CAR) so he doesn't drop the ball everytime he holds it. If you're
going to pass to him a lot, make sure he's got a decent Catching (CTH) stat.
Breaking Tackles (BTK) is very important too.
Fullback (FB) - This player typically blocks for the HB if you're doing a
running play, or he'll block for the QB on other plays. Sometimes he'll run
with the ball, and he seldom goes out for passes. Typical FBs will have decent
SPD, high Strength (STR), and good Run Blocking (RBK). Pass Blocking (PBK) is
important too, although it doesn't have to be as high. Unless you're going to
use him for running and passing plays, AGI, CAR, CTH, and ACC don't matter as
much. The HB and FB are collectively called the runningbacks.
Wide Reciever (WR) - Except for very specific plays, there's at least one of
these guys on the field, with up to five total. They're the ones who go deep
and catch passes. High SPD, ACC, AGI, and CTH are very important. CAR and BTK
are very close seconds.
Tight End (TE) - There's normally one of these on the field on each play,
sometimes two, ocassionally none. TEs typically block, although they can go out
for passes too. Because their primary job is blocking, try to get guys with
high STR, RBK, and PBK.
Center (C) - This guy is the one who gives the ball to the QB at the start of
every play. That's the only thing he does aside from block, though, so STR,
RBK, and PBK are the three big important stats.
Guards (LG and RG) - These two flank the C on the left and right. They only
block as well, so make sure they have STR, RBK, and PBK.
Offensive Tackles (LT and RT) - These two flank the LG and RG. Again, they only
block, so you know which three to pick. The C, Gs, and Ts are collectively
called the offensive line (OL).
DEFENSE
=======
*Note: All defensive players obviously need high Tackling (TAK).
Defensive Tackle (DT) - Depending on the formation, there will be either one or
two on the field. Except for very few plays, this player (or players) will try
to blast the QB of the opponent. STR is important, and AGI less so.
Defensive Ends (LE and RE) - These two will flank the DT, and also try to nail
the QB on every play. The DTs and DEs are collectively called the defensive
line (DL).
Middle Linebacker (MLB) - Depending on the formation, there will be one or two.
He stands right behind the front line of the defense, trying to block short
passes or tackle the runningbacks if they get past the front line. Jumping
(JMP) and SPD are important here.
Outside Linebackers (LOLB and ROLB) - They will stand a little ways from the
DEs. They are responsible for stopping the runningbacks if they try to run to
the sidelines, and they stop short passes from reaching the recievers. All the
linebackers blitz ocassionally (run right after the QB, ignoring everything
else), but the OLBs do so more. Therefore, they'll need decent JMP, SPD, ACC,
and AGI.
Cornerbacks (CB) - These guys stand near the sidelines at the edges of the
formation. They are responsible for deflecting passes thrown to the WRs. High
SPD, ACC, and JMP are very important.
Free Safety (FS) and Strong Safety (SS) - The safeties try to block long
passes, as well as tackle anyone who manages to get past the rest of the
defense. They'll typically pick up WRs that outran the CBs, or they'll
double-team WRs if they're not needed elsewhere. Safeties need high SPD, ACC,
and JMP.
SPECIAL TEAMS
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Kickers (K) and Punters (P) - The K kicks field goals and kickoffs, while the P
is only responsible for punts. In Madden, their exact position is pretty much
irrelevant; if you have either a good K or P, he can take the job of the other
one, too. Ks and Ps need high Kicking Power (KPW) and Kicking Accuracy (KAC),
naturally.
OTHERS
======
Third-Down Running Back (3DRB) - This is any of your other players, and it's
usually your first HB. The 3DRB typically has the best hands on the roster, so
if you do run on third down, there's less of a chance for a fumble.
Long Snapper (LS) - This is the C who snaps the ball to the QB when the QB is
at least a few steps back from him. It's typically your C, G, or T with the
best AWR.
Kickoff Specialist (KOS) - This player is the one who kicks the ball off at the
start of every drive. It's usually your first K.
By the way, if you ever get a safety scored against you, the kicker who does
the safety punt is, logically, your first P. Your KOS only does normal
kickoffs.
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||3. TEAMS||
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This section will list all the teams in the game alphabetically. I'll also list
the three-letter abbreviation for each, and a little bit of strategy for them
based on the default rosters.
Chicago Bears (CHI) - With Brian Urlacher leading the defense, Anthony Thomas a
strong HB, and Marty Booker and Marcus Robinson being decent WRs, the Bears are
a very balanced team. Their only glaring weakness is the Free Safety position,
so they'll give up a lot of deep passes thrown in that direction if their CBs
are burned.
Cincinnati Bengals (CIN) - Because of where I live, I'm supposed to like
them... but, I think they suck. Anyway, Corey Dillon is one of the best HBs in
the game, and Takeo Spikes is a phenomenal OLB. The Bengals have a lot of
quality players in other positions, though QB is not one of them. The OL is
weak, and with slow-ass Gus Frerotte as QB, there will be a ton of sacks all
over the place. Their DL is not that much better, and their CBs and safeties
absolutely blow. To win with CIN takes Dillon carrying the ball a million
times, which makes them very predictable.
Buffalo Bills (BUF) - BUF is... eh, okay. They're average at best, although
their DL absolutely blows. With Drew Bledsoe leading the offense, at least they
have a strong QB. Their P sucks, and their safeties will let a lot of deep ones
get by, so BUF can really only win if their offense is not having a bad day.
Denver Broncos (DEN) - Oh, if only Elway was back... but it's okay, because
Brian Griese is not THAT bad. Terrel Davis is the HB, which is not exactly
accurate for real life, but whatever. Davis is fantastic as an HB, and with Rod
Smith and Ed McCaffery going deep, DEN should be able to be a strong offensive
threat. Plus, Shannon Sharpe, the TE, is much better than just a blocker. He's
got the skills to catch all passes that come his way, so DEN has a *very*
balanced attack. It's too bad that their defense isn't as good, and with Izell
Reese and Kenoy Kennedy playing safeties, the defense will have to work
extra-hard not to give up big plays.
Cleveland Browns (CLE) - The other Ohio team is only marginally less crappy
than CIN. Tim Couch is young and good, and William Green is pretty good for a
rookie. CLE's OL is not the best thing in the world, but Couch's quick release
on his passes should prevent too many sacks. The only weak position on defense
is Devin Bush on Free Safety, but Robert Griffith on Strong Safety is
exceptional, so they may not give up too many big gains.
Tampa Bay Buccaneers (TB) - The entire offense except for the WR Keyshawn
Johnson is only average. As such, TB may have a bit of trouble scoring, but
they're hardly hopeless, and the defense they're playing against cannot fall
asleep or they'll be beat. The DL is exceptional, but most of the LBs suck,
with exception of ROLB Derrick Brooks. The CBs are good, especially Ronde
Barber, and SS John Lynch can deflect most deep passes. Unfortunately, FS
Dexter Jackson is just not up to snuff.
Arizona Cardinals (ARI) - David Boston the WR and Freddie Jones the TE are
really the only ones on offense who are worth their paychecks. The OL isn't too
bad, and the RG Leonard Davis (who is 6'6" and 355 lbs.) is extremely good and
quite young. On defense, they really only have Duane Starks at CB and Kwamie
Lassiter at FS to do any real stopping when the enemy starts passing.
San Diego Chargers (SD) - Doug Flutie at QB is not entirely worthless, but he
has room for improvement. He can hand off to LaDainian Tomlinson though, and
trust that he'll get plenty of yards. The OL will have trouble protecting the
QB though, so SD may take a lot of sacks. SD's DL is pretty good, and their
OLBs are excellent with Donnie Edwards on the left and Junior Seau on the
right. Orlando Ruff and Carlos Polk are terrible MLBs, but at least they're
flanked by Edwards and Seau. The CBs are decent, but nothing to sneeze about.
SS Rodney Harrison is one of the best in that position, and so is P Darren
Bennett.
Kansas City Chiefs (KC) - With Priest Holmes and Tony Richardson the RBs, the
Chiefs can get a buttload of yards on the ground. Johnnie Morton is an option
for a deep pass, but the other WRs are merely average. Still, Tony Gonzalez the
TE is very good, so he can probably do a fine job as a reciever as well as a
blocker. With Willie Roaf at LT, Will Shields at RG, and John Tait at RT (a
combined 19'2" and 939 lbs.), the QB will probably not get sacked too many
times. On the flip side, the whole DL is pretty good and may record several
sacks themselves. The OLBs aren't that great, but Marvcus Patton at MLB is
pretty good. The CBs are average at best and the safeties are crappy, so they
may give up the passing game if the enemy has a good QB.
Indianapolis Colts (IND) - Peyton Manning, Edgerrin James, and Marvin Harrison.
Need I say more? With a fantastic threat on the ground and air, IND can gather
yards on any play. Jim Finn the FB is one of the worst in that position,
though, so you may not want Finn to be the lead blocker for James. Adam Meadows
and Tarik Glenn, the Ts, are good, but the rest of the OL will let too many
defenders come through. IND's defense is almost non-existant, so they should be
scored on easily unless the coach gets extremely creative with his play
calling.
Dallas Cowboys (DAL) - Where's Troy Aikman when you need him? (Oh yeah, he
works for FOX.) At least Emmitt Smith is still around, but he's getting old and
he just doesn't have the same vigor that he used to. Larry Allen at LG and
Solomon Page at RT are pretty good offensive linesmen, but the rest are not
that great. On defense, the Cowboys have a good DL, but their LBs are only
average. Their CBs are below average, but safeties Roy Williams and Darren
Woodson are very good. K Tim Seder and P Micah Knorr leave much to be desired.
Miami Dolphins (MIA) - Ricky Williams is one of the best HBs in the game, and
he's young. WR Chris Chambers is good too, and should see more than his share
of passes. Unfortunately, the TE and OL won't give the QB too much protection.
Should they not be able to score, K Olindo Mare is very dependable and will
make most field goals that he attempts. On defense, the DL is merely average,
and the OLBs need serious help, though MLB Zach Thomas is one of the best
(despite having an EXTREMELY cheesy smile in his pic). CBs Sam Madison and
Patrick Surtain are EXTREMELY good, and with help from FS Brock Marion, the
Dolphins probably won't give up too many big plays.
Philadelphia Eagles (PHI) - Donovan McNabb is one of the best QBs in the
league, and he's still very young. Duce Staley is a great HB, and Cecil Martin
is an excellent FB. WR James Thrash can get it done. TE Chad Lewis is better
suited to going out for passes than blocking. Though LT Tra Thomas and RT Jon
Runyan are excellent in their positions, the middle three of the OL is far
worse. The DL is good, but a little weak on the left side. LOLB Carlos Emmons
is good though, but the MLB and ROLB need improvement. CBs Troy Vincent and
Bobby Taylor, FS Brian Dawkins, and SS Blaine Bishop will do excellent jobs in
blocking passes. K David Akers is well above average as well.
Atlanta Falcons (ATL) - Michael Vick is young and developing from a good QB to
a great one. Warrick Dunn will get plenty of yards on the ground. Bob Christian
the FB isn't the best blocker on the force, and he may be better suited for
short passes or quick runs up the middle. The WRs are average at best and the
OL needs help. Defense isn't much better, with only Keith Brooking at MLB and
Ray Buchanan at CB the only two who are worth their paychecks.
San Francisco 49ers (SF) - Though Steve Young is gone, Jeff Garcia is a more
than worthy replacement at QB, especially since he's pretty young. Garrison
Hearst and Fred Beasley are good RBs. Terrell Owens may be an ass personally,
but he gets the job done at WR. The OL will offer plenty of protection for the
offense. On defense, the DL, especially DT Bryant Young, is a threat. The LBs
are only average though, and only Ahmed Plummer is not a worthless CB. Safeties
Zack Bronson and Tony Parrish are going to be the ones who will have to stop
most passes, and luckily Parrish is up to the task.
New York Giants (NYG) - HB Tiki Barber is above average, and so is WR Amani
Toomer. The OL is likely to collapse though, so plays will have to happen
quickly to ensure scores. LE Michael Strahan is a major threat to opponents,
though the rest of his DL is strictly average. MLB Micheal Barrow is good at
MLB, and Jason Sehorn is an admirable CB with a good five seasons or so left in
him. Shaun Williams at SS will protect deep, as well. Too bad K Owen Pochman is
a very poor compliment to P Rodney Williams, or else the Giants would have some
good special teams.
Jacksonville Jaguars (JAX) - The Jags are the favorite team of one of my
friends. There's good reason too: QB Mark Brunell may be getting on in years,
but he's got talent coming out of both arms. He's not very fast though, so
he'll need to depend on his rather average OL to keep him from getting buried.
Fred Taylor at HB is good and can get plenty of yards on the ground, and WR
Jimmy Smith can get it done through the air. There is no defensive player worth
me typing his name, so the D will have to work hard to prevent scores. K Jaret
Holmes blows, but young P Chris Hanson is worth his salary.
New York Jets (NYJ) - Vinny Testaverde doesn't have too many years left, but
he's still got decent skills. Curtis Martin can get it done on the ground. FB
Richie Anderson is a great second option for rushes, but he can also go out for
passes unlike most FBs. The entire list of WRs is filled with only average
players, although I suppose Laveranues Coles is just a hair better. The entire
OL is good at protection (though LG Dave Szott is on the Injured Reserve for
the first season if you play with Pre-existing Injuries turned on). The Jets'
DL is very good, and their LBs boarder on great. The CBs are only average
though, and the safeties are below that, so they may get beat long and wide.
Detriot Lions (DET) - Most of the Lions' offense is average, though FB Cory
Schlesinger is decent. TE Mikael Ricks has the skill of wet fermented cheese,
and the OL will let in plenty of sacks. Although the DL is all right, the rest
of the defense blows. At least K Jason Janson and P John Jett are worth their
money.
Green Bay Packers (GB) - Excellent QB Brett Favre has a couple of years left,
and he's got plenty of arm power and accuracy to get the job done, although
he's not too swift and will get blasted without good protection. However, the
OL is only average at best, so Favre will need to make quick decisions. Ahman
Green is an excellent HB, but aside from Terry Glenn, the WRs are not as good.
William Henderson is a pretty good FB, balanced between blocking and carrying.
TE Bubba Franks is young but he's already shaping up to be a fantastic player.
If the drive goes to hell, the Packers can count on K Ryan Longwell to bail
them out. The DEs are very good, and the DTs are very bad. The LBs are average,
but CB Mike McKenzie can do his part to block passes. SS Darren Sharper can
assist McKenzie to block those deep ones, and FS LeRoy Butler can do a decent
job too.
Carolina Panthers (CAL) - They have cool jerseys, you never notice? Ahem.
Although most of the offense is average, WR Muhsin Muhammad and TE Wesley Walls
are both excellent receivers. LT Todd Steussie, C Jeff Mitchell, and RT Chris
Terry are pretty good, but LG Jamar Nesbit and RG Kevin Donnalley need
improvement. P Todd Sauerbrun can get it done if the drive breaks down, but K
John Kasay is barely average. Julius Peppers the LE may be a rookie, but he's
already got skills to take him far in the NFL. MLB Dan Morgan is above average,
but the rest of his defense is quite poor.
New England Patriots (NE) - The defending Super Bowl champions have QB Tom
Brady leading the pack. He's young but has good skills already. HB Antowain
Smith is very good on the ground, and Troy Brown and David Patten can get it
done through the air. The whole OL offers plenty of protection, but should they
fail, awesome K Adam Vinatieri can score points and P Ken Walter can send the
enemy a million yards back. The DL is strong, but the LBs are average at best.
CB Ty Law is excellent, and so is SS Lawyer Milloy, so there probably won't be
too many long plays given up.
Oakland Raiders (OAK) - The Raiders is a very old team. QB Rich Gannon can't
have too many years left, and neither can HB Charlie Garner and WRs Jerry Rice
and Tim Brown, but all four still have plenty of skills to get it done on
offense. Jon Ritchie is a young FB though, and he's got pretty good skills in
both blocking and catching. RT Lincoln Kennedy and C Barret Robbins are a force
on the OL, and LT Barry Sims is above average. LG Frank Middleton and RG Mo
Collins are average, making the whole OL quite effective. K Sebastian
Janikowski and P Shane Lechler are very good to compliment the offense. The DL
isn't very good, especially with RE Regan Upshaw on the IR. The OLBs are merely
okay, but MLB Greg Biekert is worth his salary. Young CB Charles Woodson is
fantastic; though he may not get too many picks, he'll rack up the tackles. FS
Rod Woodson is also very good at his position, though SS Johnnie Harris is a
waste.
Saint Louis Rams (STL) - Kurt Warner, Marsharll Faulk, Isaac Bruce, and Torry
Holt on offense guarded by Orlando Pace, Tom Nutten, and Adam Timmerman. That
should tell you why the Rams' aggresive and fast-paced offense took them to the
Super Bowl last season. On defense though, don't forget about DEs Leonard
Little on the left and Grant Wistrom on the right. Aeneas Williams, Dexter
McCleon, and Dre' Bly are all above average or better CBs. Adam Archuleta is
great at SS, and Kim Herring is above average at FS. K Jeff Wilkins and P Mitch
Berger are great there too, so they round out the whole roster quite nicely.
Look for STL to go at least to the NFC championship game or further this year.
Baltimore Ravens (BAL) - They don't have Elvis Grbac anymore, and Jeff Blake is
only decent at QB. Luckily, they've got Jamal Lewis at HB to get the job done
on the ground. All the WRs and TEs are average at best. FB Alan Ricard is
worthless, along with LG Mike Flynn, C Casey Rabach, and RG Bennie Anderson. LT
Jonathan Ogden and RT Edwin Mulitalo are the only offensive linesment worth
their paychecks. Matt Stover is an excellent K who can pull the Ravens' butts
out of the fire if needbe. RE Michael McCrary is the only good player of the
DL. LOLB Peter Boulware is amazing, and MLB Ray Lewis is one of the best
players in the NFL of ANY POSITION. Unfortunately, their fellow LB Adalius
Thomas is a waste. CB Chris McAlister is young and one of the best at CB. The
other CBs and both safeties are below average.
Washington Redskins (WAS) - Until the Redskins get a good QB (and Shane
Matthews just does not cut it), they'll have a one-dimensional offense. It's
not like HB Stephen Davis is bad--he's actually quite good--but if they only
run the ball, the enemy defense will keep stopping them. It doesn't help that
the FB, TE, LG, and C are pathetic. At least LT Chris Samuels and RT Jon Jansen
are young and good, and RG Rod Jones is above average. The K and P are average,
but can do their jobs. The DL is average as well, but the LBs are exceptional
for some reason, with LOLB #57 (LaVar Arrington, who for some reason doesn't
have his name in the game) on the left, Jessie Armstead on the right, and
Jeremiah Trotter in the middle. CB Champ Bailey is incredible, and fellow CB
Darrell Green ain't bad either. Too bad the safeties both suck, or this would
be a pretty potent defense.
New Orleans Saints (NO) - QB Aaron Brooks is young and talented. He's not super
fast, but his speed is above average (especially for QBs), and he's very
accurate in his passes. HB Deuce McAllister can run it well, and WR Joe Horn is
always a good option to pass to. The only weakness on the OL is RG #65 (Chris
Naeole). The other four on the OL are Bubba Miller at C (average), Wally
Williams at LG (above average), Victor Riley at RT (above average), and Kyle
Turley at LT (extremely good), who won't be chucking Jets helmets across the
field in Madden. K John Carney can be depended on, and P Toby Gowin is not
worse than average. Defensively, the Saints are a mixed bag. The DL is pretty
good, with RE Darren Howard and DTs Grady Jackson and Norman Hand being pretty
good. The OLBs are weak, but MLB Charlie Clemons can make some plays. All the
CBs are average at best. So is the FS, but SS Sammy Knight is very very good.
Seattle Seahawks (SEA) - Trent Dilfer is a capable QB with quite a few years
left. He can feed passes to Darrell Jackson with faith, or he can handoff to
Shaun Alexander for big gains on the ground. Rookie TE Jerramy Stevens is okay,
but he'll get better with time. The left side of the OL, with Walter Jones at
LT and Steve Hutchinson at LG is quite strong. The other side of the OL is a
little weak though, so Dilfer may take bear left when in the pocket. The
offense will need to get it done, because K Rian Lindell needs a new job. At
least P Jeff Feagles isn't as bad, but punters don't score points. On
defensive, the Seahawks have marginal DEs, but John Randle is a fantastic DT.
All three linebackers are strong, with Anthony Simmons on the left, Chad Brown
on the right, and Levon Kirkland in the middle. CB Shawn Springs is excellent
and can keep up with even the fastest WRs. The other CBs and SS Reggie Tongue
are only average, but FS Marcus Robertson is worth his paycheck.
Pittsburgh Steelers (PIT) - This is my team. I even have my lucky Steelers cap
on my head as I write this FAQ. Gotta love the Steelers! WOO HOO! QB Kordell
Stewart has finally found his stride. He's light on his feet for a QB, so he
can make plenty of plays on his own. Jerome "The Bus" Bettis runs over every
defender in his way on the way to the endzone. His best strength is to just run
down the gullet of the defense, piercing the DL and blasting into the
secondary. FB Dan Kreider is a very good blocker, and he's quite young. WRs
Hines Ward and Plaxico Burress are young and well above average. Rookie WR
Antwaan Randle El is underrated, and with time he'll become one of the most
effective WRs in the NFL. Mark Bruener has five or more years left and is a
phenomonal TE, able to block as well as receive passes. With Wayne Gandy at LT,
Alan Franeca at LG, Jeff Hartings at C, RG #71 (possibly Kendall Simmons) at
RG, and Marvel Smith at RT, Stewart should not be on the wrong end of too many
sacks. New K Todd Peterson (new in the sense that PIT just got him this season)
is proving himself worthy, and P Jon Miller has already established himself as
one of the premier punters of the league. Defensively, the DL is formed by
strong LE Aaron Smith, big RE Kimo von Oelhoffen, and super-strong Casey
Hampton at DT. The fantastic LBs have Jason Gildon in left, Joey Porter in
right, and Kendrell Bell in the middle, who can all make big stops and big
plays. CBs Chad Scott, Dewayne Washington, and Deshea Townsend all excell in
their position. FS Brent Alexander is decent, but a little below average.
However, Lee (Lethon) Flowers at SS is more than fit for the position. Watch
for the Steelers to go to the AFC championship game or further this year. GO
STEELERS!
Houston Texans (HOU) - I hate the Texans. They haven't played a single real
game yet and I hate them. The name is an embarassment to those of us who are
even remotely creative. WHY THE "TEXANS"? Grr... luckily, because they're an
expansion team, you don't have to worry much about being a threat. David Carr
is their rookie QB, and he's average at best. The only other good thing about
their offense is their OL, because they've got fantastic Tony Boselli at LT,
above average Steve McKinney at C, and above average Ryan Young at RT. K Kris
Brown, let go by the Steelers after his hideous performance all last season, is
on the Texans and stinking up the place. Their P, John Baker, is even worse.
Defensively, the Texans only have four good players: Gary Walker, an
above-average RE; Jamie Sharper, a great MLB; and Aaron Glenn and Marcus
Coleman, both above-average CBs. The rest of their defense blows. Look for the
Texans to carpet the basement.
Oh, Mark Johnson (markjohnson46@cox.net) gave me a quick lesson on the Texans'
name...
####################################################
The new team wanted to resume the name of the Oilers but Bud Adams, the owner
of the the Titans (formerly the Oilers), wouldn't release the name. As a result
Houston decided to take the name of the former Dallas Texans of the AFL. The
Dallas Texans had moved to Kansas City and renamed themselves the Chiefs.
Just thought you might like to know that it wasn't really a lack of creativity,
rather some inspired respect for the past.
####################################################
Whether it's inspired respect or a lack of creativity, I still don't like it,
sue me. ^_^
Tennessee Titans (TEN) - QB Steve McNair has plenty of years left and is a
respectable player. Eddie George is a phenomonal HB and is even younger than
McNair. FB Greg Comella is more of a rusher and receiver than blocker, but he
does all three well. WRs Derrick Mason and Kevin Dyson are good. TE Frank
Wycheck is more of a receiver than a blocker, but he offers enough protection.
LT Brad Hopkins and C Bruce Matthews are good. Fred Miller at RT is slightly
above average, and the others on the OL are mediocre at best. K Joe Nedney is
slightly below average, but P Craig Hentrich can get the job done. The DL is
good, especially with young Jevon Kearse at RE. MLB Randall Godfrey is very
good, and so is Samari Rolle at CB. FS Lance Schulters is extrememly good, but
his fellow safety Aric Morris leaves much to be desired.
Minnesota Vikings (MIN) - QB Daunte Culpepper is fantastic, not to mention
young. He can easily and accurately feed Randy Moss the WR. Derrick Alexander
is another option, thought his skill is nowhere near Moss's. The HB, Michael
Bennett, is okay, but he's young and can grow. TE Byron Chamberlain is very
balanced, and he can go out for passes as well as he can hang back to block.
The left side of the OL, with rookie Bryant McKinnie at LT and Chris Liwiensky
at LG, are average. C Matt Birk is excellent, but the right side blows. K Doug
Brien is below average, and P Kyle Richardson is average, so both are decently
reliable. The Vikings have a terrible defense, with their only good player the
DT Chris Hovan.
======================================================
| PART 2: HEAD COACH |
======================================================
This part of the FAQ contains information on actually playing the game. For
practice, access any of the training modes in the game, like Football 101 or
Mini-camp.
+------------+
|+----------+|
||4. OFFENSE||
|+----------+|
+------------+
Even if you can't tell Marshall Faulk from Zach Thomas, or have no idea what
position Jerome Bettis plays, or what two teams actually share the same
stadium, you do know that it takes points to win a game. You can't score if you
don't hold the ball, and you can't score consistently if you make mistakes
every five seconds. While it takes a little practice to get down your style,
you should be racking up points in no time.
+----------------+
|4a. Basic Theory|
+----------------+
All right, when you're on offense, the basic question that poses you every
single down is: run or pass?
Now, let's assume for a second that all your guys are equal in strength. The
basic theory of which to choose is related to three questions: what down is it;
how far is it to get a first down; and what's the score.
WHAT DOWN IS IT - Running plays are far better to choose in early downs, mostly
because they are much safer. Because your QB is handing the ball DIRECTLY to
your runningbacks, there's no chance for a turnover unless your runner's
fingers are made of butter and he drops the ball every time. However, because
you probably won't get more than 3 to 5 yards per run, you'll need to pass if
the down count is getting too high.
HOW FAR IS IT TO GET A FIRST DOWN - If you ever need more than 10 yards, you'll
need to pass. Passing will oftentimes get you worlds more yardage than runs,
although throwing too deep too early will cause problems. The Pass Defense AI
is much stronger this year than in 2001 and 2002, and while it's not perfect,
you'll not want to risk giving up an early lead.
WHAT'S THE SCORE - If you're leading, don't bother with passing plays. After
all, there's no reason to risk the lead to get a few extra points. If you're
behind, you'll want to go deep, since that may be your only chance to get away
with a win.
Here's the basic theory list, assuming the score difference is 7 or fewer
points either way...
1st Down: Run.
2nd and less than 7 yards: Run.
2nd and more than 10: Pass.
3rd and less than 2: Run.
3rd and more than 5: Pass.
4th and less than 1: If you're feeling confident and you're past the 50 yard
line, try a run.
4th and anything else: Punt or Field Goal.
Notice that I didn't cover every single yardage situation. The reason is
simple: your team's strengths and weaknesses, as well as your personal playing
style, should dictate the list also. If you've got a fantastic runner like
Bettis, George, or Faulk, run more. If you have a good passer with good
recievers, like Culpepper/Moss or McNabb/Thrash, pass more.
+---------------------+
|4b. Advanced Theories|
+---------------------+
WHEN TO PASS
============
On all passing plays, the WRs have definite routes that they run. If they cut
(quickly change directions) or curl (come back toward the line of scrimmage
after running a set distance), you'll want to time it so they they recieve the
pass as or soon after they make the move.
For example, let's take a play in which the WR cuts inside. The moment he
plants his foot and turns directions, the enemy defender is still going to be
travelling the same direction. The defender must REACT to the action, which
might buy that extra split second you'll need to hit your reciever when he's
free.
Another tip for passing to get your timing so you throw BETWEEN defenders. Take
a look at this...
R------------N----------->
X X
===========================
Q
R=Reciever
X=Defenders
Q=Quarterback
You'll want to throw the ball so your reciever will catch the ball at the N
mark. Now, you'll not want to throw when he's AT the N mark. You'll want to
throw the ball while he's a few steps away. Basically, you'll want to throw the
ball where the defender SHOULD be in two steps, not where he's currently at. If
your timing is good, you can make the play and burn the defense to get a few
extra yards. Practice your timing in Football 101, that's what it's there for.
RED ZONE
========
The "Red Zone" is the area between either 20-yard line and the closest goal
line. If you are inside either Red Zone, the strategy changes a bit.
First of all, if you're in your own Red Zone, you need to be careful. An
interception or fumble could quite easily turn into a defensive touchdown, even
if you're against a team with below-average defenders. Besides, even if you
manage to stop the enemy before they score, he'll be in a beautiful position
when they take over on offense.
Getting out of your Red Zone has two schools of thought. Some play as if their
tails are on fire, and they chuck the ball deep every time to get out quickly.
Others go the safe route and call runs, although they may be stopped soon.
I play a mix, and alter my play depending on the situation. If your team has
better running or passing, or the defense is weak against one or the other,
exploit it. Say you've got a phenomenal QB and WRs. Passing to get out is
probably your best bet. If you've got great blockers and runner, try a running
play designed to get you to the sidelines, then turn up and head downfield.
If you're in the enemy's Red Zone, it's a whole other ball of wax. 20 yards is
not too far from a touchdown, and you're definitely in field goal range. Again,
you'll want to exploit your team's strengths and the enemy's weaknesses, but
it's not nessecery to go insane with risks. I personally run my standard
offense until I hit about the 7 yard line.
The one problem with being in the enemy's Red Zone is that you can no longer
use really deep passes. Short and medium passes are typically what are blocked
unless your QB has a lightning-quick release (which is more up to how well you
play personally). On the other hand, the enemy may use their best DTs and DEs
to stuff the line and give little to no hope of running.
What I typically do when I get that close is run my best running play and see
how the defense reacts. If they blitzed, I throw a pass on the next down. If
they hung around looking for a pass, I run again. Typically, they will run
about the same play for the first two downs, then change for the third if they
think it will help them.
PLAY ACTION PASSES
==================
Play action passes are plays that have the QB pretend to hand the ball to a
runningback, but then he'll drop back to pass. If you use too many of these, or
you seldom call runs, the enemy will not be fooled. For example, I typically
run PA Passes on the second down about 3/4 of the way to the enemy's goal line.
Except for the hardest difficulty, the computer is pretty fair. If you
generally call running plays, then throw in a PA on the same downs, the
computer will generally go for it.
There's a science to using this play, though. The defense will only react to it
for a split second, and typically only the LBs are thrown off. After all, the
WRs and TEs will be running their routes, so the CBs and safeties won't be
distracted since they're only looking at the guys they're supposed to be
covering. Also, the fake handoff takes about a second or two, which is enough
time for a sack if enough of the enemy is blitzing.
Basically, you shouldn't run a PA unless you know exactly how it's going to go
and who you're going to throw to. I'm not saying you'll have to pass
immediately after the fake, but because the PA is nothing more than a deception
pass (and is therefore only as good as the deception itself), you'll need to
find a target quicker than a normal pass play.
Because the MLBs and OLBs react more to PA plays than anyone else, try to
choose one in which you'll pass to someone going in the middle.
QB SNEAKS
=========
A QB Sneak is when the QB takes the ball himself and runs it. This typically
won't get more than a few yards, but it could throw the entire defense into
confusion. There is only one "set" QB Sneak; it's under the Goal Line formation
of all the playbooks. However, that doesn't have to be the ONLY QB Sneak.
If you watch real NFL games, you'll notice that when severe pressure is applied
to the QB, sometimes he'll just give up trying to throw it and run. This works
VERY well in-game, although you're going to need a very speedy QB to pull it
off with any sort of sucess.
One of my favorite plays was to call a Hail Mary, which sends five WRs (and
therefore all the CBs and safeties and LBs after them) deep. With most the
defense 30 yards downfield, and the rest tangling with my front line, that gave
my QB the chance to just walk around the scuffle and haul butt downfield. The
defense covering my WRs would have to take the time to turn around, plus my WRs
would try to block them. Also, the front line of the defense would have trouble
breaking away from the front line of my offense. By the time all the defense
figured out what was going on, my QB was several yards downfield already and
still running. When it was executed correctly, I could get upwards of 20 yards.
This is a VERY dangerous play to try all the time, however. QBs tend to drop
the ball when they're hit, and you'll have to be slightly lucky to get a QB
with the SPD to pull this off right. Also, if only one CB or LB hung back to
watch my QB, I could not get more than a few yards. I only used it in times of
crisis, or when I needed to throw variety into things.
HURRY UP OFFENSE
================
At the end of each half, you should hurry to get your plays off. You may elect
to choose the same play and not enter a huddle by issuing a No Huddle command.
Once the play is done, hold Triangle, and everyone will reset to the line of
scrimmage with the same play chosen. You can call an audible there to mix up
your offense.
This has other uses than the end game, however. The defense gets tired faster
than the offense, and by continually hurrying the play, you can make them tire
out fast. This will lead to them being at quite a disadvantage by the time you
get to their Red Zone. This also disrupts the tempo of the game if you start it
during the second or third quarter, and you can severely throw off a human
opponent at the same time. While the computer doesn't get completely confused,
they tend to fall asleep on the first few plays if you run a Hurry Up Offense
at an unexpected time.
+---------------------+
|4c. Beating the Blitz|
+---------------------+
First, I would like to thank Juan Little (jlittle@numind.net) for inspiring me
to write this...
The blitz is definitely a threat. However, there are a few things you can do.
First of all, if the blitz always comes from the middle, and the CBs just cover
receivers, consider a sweep. If only the LBs are blitzing, you can actually run
AROUND them.
If the blitz comes from the sides, there are a few things you can do. If you
want to try your luck, you can try to run the other way from the blitz, but
it's a little hard to guess that (and the blitz could come from BOTH sides
anyway). Running up the middle is also risky all the time, blitz or not.
If the enemy blitzes from the sides, then, you'll need to use your receivers
creatively. If you insist on running, then use a man in motion and put him on
the side of the run (if you run right, move the left-most WR as far right as he
can go).
The other thing you can do is set your WRs to BLOCK. To do that, select the
play. Then, before the snap, hit Triangle, then the button of the receiver,
then R2 or L2. He won't be an eligible receiver for that play, but he might be
able to stop whoever is blitzing.
Remember the basic rule of fighting against the blitz: for every man blitzing,
that's one less they have in the backfield. If his CBs are blitzing, then your
WRs are openb for a SPLIT-SECOND after the play stars. If your enemy is
consistantly using blitzes, especially from the sides, try passing only a
moment after snapping. It's risky, but he may not expect it.
+------------------+
|4d. Personal Faves|
+------------------+
Because my team has an all-around running and passing offense, and because I
run about two-thirds of my plays as runs, I needed a playbook with mostly run
plays but a good selection of passing plays as well. I settled on Mike Martz's
Saint Louis Rams playbook. Here are my favorite plays from that playbook...
SPLIT BACKS-NORMAL > HB OFF TACKLE - This is a perfect play to establish the
running game early. My HB takes the ball on a handoff from the QB and runs
right. The FB gives him a lead block, and the TE and offensive line block any
oncoming traffic. The sole WR on that side helps out too. I can get about 4 to
8 yards on average.
WEAK I-NORMAL > FB POWER - When I only need a few yards, such as a
third-and-short situation, I go to this play. The FB takes the ball and pounds
it up the middle while the HB goes to the right, hopefully making some of the
defense watch him. While I never get more than 2 to 4 yards with this one,
sometimes that's all I need.
SINGLEBACK-SLOT STRONG > PA HB CURL - This is a basic Play Action Pass play.
The HB fakes the handoff, runs up the field five yards, then curls back toward
the line of scrimmage to get a pass. The reciever on the left side of the field
is mimicing those motions, although he curls back after about 15 yards. The TE
runs up a few yards then breaks diagonally to the left, and he's normally the
one I'll pass to. Meanwhile, I have another reciever who is hanging around near
the right sideline, and another who's going deep. That gives me two short, two
mid, and one deep options for my pass.
SPLIT BACKS-3 WR > FLATS - This play features both runningbacks going shallow
for short passes. Two of the WRs are also running short routes, though one is
going deep. I use this play if I only need about 4 or 5 yards.
SPLIT BACKS-NORMAL > POST CORNER - This play has the two WRs going deep, but
they cut twice in the process. If the defense is napping or playing a zone
defense, the second cut normally loses safeties and CBs. The FB goes shallow,
but I try not to pass to him unless I have no choice. The TE goes forward five
yards, then cuts right, giving another option for a short-yardage gain.
SINGLEBACK-EMPTY 5 WR > HAIL MARY - 4 WR and my HB line up, and they just run
deep. My HB is normally who I throw to, and I favor the right side over the
left since there are more recievers there. Of course, if everyone's covered and
no play is possible, I drop it and tell my QB to run.
+-----------------+
|4e. Going for Two|
+-----------------+
If you're behind by a large margin, you can elect to go for a two-point
conversion after a touchdown. That means you decide not to kick a field goal
and simply try to make a touchdown from the two-yard line. If you suceed, you
get two points instead of the usual one. It's risky, but sometimes it's the way
to go.
If you're ahead, don't bother. When you're in the lead, you'll want every point
you can get, so there's little reason to risk getting none in order to get one
measely additional point more than the sure thing of the one-point field goal.
If you're behind, again you'll need every point you can get, and again there's
little reason to risk it. The time to try it is in the fourth quarter, when
that one point can mean the difference between a win and a loss.
Some people like to try it when they're one point down. That means they will
either be ahead or behind after the play, taking a gamble either way. I
personally don't do this, and I prefer to send a game into overtime with a
field goal than to risk a two-point conversion, especially during the playoffs.
It's really up to you, and you may want to use them more if you think you can
get those two yards easily. Just remember, though, that you only get one
chance.
If you have to take your extra-point attempt farther away for some reason (say,
an offsides or delay of game penalty on the first attempt), don't bother trying
a two-point conversion. It's hard enough to get 2 yards downfield on one play,
it's even harder to get 7 yards or more.
+------------+
|+----------+|
||5. DEFENSE||
|+----------+|
+------------+
Defense is somewhat harder, because the play is entirely controlled by the
offense. You have to react, and you'll need a little luck on your side as well.
However, once you have the basic formula down, you should do well.
+----------------+
|5a. Basic Theory|
+----------------+
The biggest thing you need to do, especially if you're actually playing one of
your defenders, is know what your player's responsibility is. Generally, you'll
not want to pull your DTs back to block passes, and you'll not want to bring in
your safeties to blitz (although there are plays written for those).
Beyond remembering what you're supposed to do, also know what you've been
ordered to do. The defensive plays are written so each player has their own
area or player to watch and defend. When a player steps away to help another
too early, it can result in problems.
For example, let's say that you're playing as your MLB. You see a WR burn your
CB, so you decide to go and help. That leaves the entire middle open, and if a
WR is running that way, he'll have an easy reception. You'll have to have the
mindset and will to keep your guys where they should be. After all, in this
example, one of your safeties should be picking up the stray WR. It's not the
job of MLBs to clean up trash.
Obviously, the DTs and DEs (along with anyone else who's blitzing) have easier
missions. Their jobs are to kill the QB with disregard for everything else. If
the play you picked assigns your guy to blitz, ignore all rules and tendancies
of where defenders are supposed to be. Yes, having your MLB blitz will leave
the middle open, but hopefully you'll get a sack before the QB can pass there.
You may be asking, "What's the difference between telling my guy to blitz and
picking a play that has him doing it? He's blitzing either way!"
There's a problem with going on your own. Plays in which non-linemen are
blitzing are DESIGNED to compliment the open area. For example, if you're
running a 3-4 formation, in which you have two MLBs, and one of those two
blitz, then the one who hangs back will take a half-step to the center as well,
trying to cover both areas.
You see, the "problem" is that the computer will control your other 10 guys as
the play dictates. So if you do something that the play did not intend to
happen, then your other guys won't try to help out with the open area. If you
take that MLB and have him blitz on a play that wasn't designed for him to, the
other MLB will not attempt to cover your guy's area until it's too late.
Once the ball has been thrown or handed off, it's a whole other story. The
moment you know that the enemy has thrown or handed off, your job, no matter
what your position, is to run over the ball carrier. It doesn't matter if
you're on the other side of the field, hold that sprint button down and get to
the ball.
To block passes, you'll have to first make sure you're between the ball and WR.
That seems obvious, but you have to realize that blocking passes is not the
only way to play defense. If you're ahead of the WR, you can wait until he
actually touches the ball before planting his face into the ground. That alone
may jar the ball loose, and even if it doesn't, it won't get them any
additional yardage.
Of course, blocking passes gives you a chance to intercept, and unless you're
one of the safeties, there is at least one man back to help you should
something go wrong. As the ball nears the target, simply hit the Triangle
button. Your player will try to catch it, although if he can't, he'll do his
best simply to knock it away.
To tackle a player, make sure you're close enough and jam the Square button.
Keep tapping it as you make contact to better you chances of taking him down.
Just remember not to blast the QB after he's passed, or the K or P after he's
kicked, or you'll get a penalty.
Defensive plays are mainly formation based...
4-3: A classic formation to stop runs up the middle and short passes.
3-4: A modified formation to stop short passes, especially in the middle.
46: A new formation to stop runs. Passes, especially deep ones, tend to eat up
this formation.
Nickel: Stops most passes to receivers, though it's a bit weak if the opponent
throws to a HB or FB. However, Nickel can also stop some runs.
Dime: Weak against runs but stops most passes to anyone.
Quarter: Stops all passes in theory, but a lack of defensive pressure on the QB
tends to give the receivers time to get open.
Goal Line: Stops most runs and almost all short passes, but medium or deep
passes (or an excellent runner) will destroy the defense.
Beyond the formations are plays that can make one formation act like another.
For example, if you have a blitz with a 3-4, the formation almost becomes a
Nickel because of how many people are running forward. Generally, blitzes put
pressure on the QB, but every man who goes after the QB is one less who is
covering a receiver.
Also be on the lookout for Double X and Double Z plays (3-4, 4-3, Nickel, and
Dime formations). Those command a saftey to double-team one reciever. If you
pick Double X, the receiver on the offense's left will get double-teamed.
Double Z will double-team the receiver on the offense's right.
Also, in Dime, you'll see Double Slot and Double Wide. Double slot will
double-team the receivers who are NOT on the edge. Let's say the front line
looks like this...
WR1 WR2 O O O O O WR3 WR4
Double Slot will make WR2 and WR3 double-teamed while WR1 and WR4 are
single-teamed (WR2 and WR3 in that formation are slot receivers, hence "Double
Slot"). Double Wide double-teams WR1 and WR4, also dubbed the Wide Outs.
You have to understand though that it takes a LONG time to figure out defenses.
No offense intended, but any idiot can figure out offesive plays ("Player A
runs this way, Player B runs that way, and Player C stands there and blocks,"
etc.). Defensive plays take a great deal longer to practice and figure out. It
took me about 7 years of playing football video games to get a firm grasp on
it.
+---------------------+
|5b. Advanced Theories|
+---------------------+
LINE SHIFTING
=============
Before the ball is snapped, you can shift your DL and LBs. Hitting R1 activates
an LB shift, and hitting L1 activated a DL shift. Hitting left or right makes
those people slide a few steps that direction. Hitting up makes them spread
out, and hitting down tightens them up. If you see a weakness in the offensive
line, or you see a strength of the offense that you need to block, shifting
your lines may make the difference between a 20 yard gain and a 5 yard loss.
You basically want to look for a situation in which the offense has more WRs on
one side than the other. You'll want to shift your LBs to the side that has
more WRs to cover them better, for example.
Note that you don't need to shift your lines as long as the number of recievers
match your CBs. For example, if there are 2 WRs on the left and none on the
right, your RCB will move over to the left before the play even starts. No line
shifting is necessary in that case.
DEFENSIVE COVERAGE
==================
Before the snap, you can perform a coverage audible to tell your secondary
where to go and how tight they should cover the WRs.
Bump & Run coverage (Triangle, Down) tells your men to jam the receivers at the
line and stick with them closer than jockstaps as they run down the field. This
prevents quick passes, and increases the liklihood of an interception. Also,
should the WR actually get the ball, he should be planted soon after it.
However, if the offense is using their WRs creatively, with odd cuts and the
like, your CBs will get burned easily.
If you use a lax coverage (Triange, Up), your men will hang about five to seven
yards away from the LOS. That way, they can read and react a little better,
which more or less defeats the weird cuts the offense may try. But, that leaves
you open to short passes, quick passes, and absolutely BURNS you with runs. If
you know that he'll do a pass (say, late in the game with you leading), it's
safe to do a lax coverage.
You can also hit Triangle, Right to rearrange your men a little better. For
example, safeties typically stay back behind the middle. However, if the
offense is running a Singleback/Empty 5 WR set, then hit Triangle, Right to
send your safeties to the sides, where they'll cover the receivers MUCH better.
Or, if they run a Pro Form and send one of the runningbacks left or right,
hitting the Triangle, Right combo sends the closest safety at him without
moving the other. Of course, this affects more than just the safeties.
Creatively using Line Shifting and special Defensive Converage, especially
together, gives your defenses a bit of a flavor that the offense may not
expect. Mix it up to keep them guessing.
PREVENTING A TD
===============
Sometimes, towards the end of the game, all you'll want to do is prevent a
touchdown. If there's only time for one more play, for example, and you're
ahead, running a standard defense is not necessary. Definitely put your
defensive players in a lax coverage. You should also manually take one player
back deep, and have him be the last line of defense. I'll go on more about that
in a later section.
+------------------+
|5c. Personal Faves|
+------------------+
There are now four defensive playbooks. Although most have the same plays,
there are a few differences between them. I use the 3-4 playbook.
NICKEL > MAN LOCK - This play has the four defensive linemen charging forward.
The three CBs will tag and follow WRs. The MLBs will follow the runningbacks if
they go on passing routes, or they'll cover the middle area of the field. The
safeties go back toward the closest sidelines, preventing a Hail Mary or other
deep pass. This is a great balanced passing defense when you know that the
enemy will go to the air, but you're not sure where exactly the target will be.
3-4 > CB BLITZ - If you know that the enemy will run, this play will annihilate
them. The three defensive linemen charge the QB, and the CBs curl in from the
outside. With pressure from both sides, it's very hard to pull off a running
play against this defense, and offensive sweeps and tosses are most
susceptible. However, if the offense decides to pass, it leaves BOTH WRs open
for a very fast bullet.
3-4 > OLB BLITZ - This is a less risky version of CB Blitz, because the CBs
still cover the WRs, but with OLBs crashing the line, most runs will fail.
NICKEL > UNDER SMOKE - Both MLBs and one CB will blast through the line and try
to blast the QB and stuff the line in case they run up the middle. This defense
is weak against sweeps and shallow passes.
DIME > DOUBLE WIDE - Each of the CBs and the MLB will cover the five eligible
receivers. The safeties will cover the widest WRs.
DIME > UNDER MAN - Similar to Double Wide, but a little more variable. 4 CBs
cover four of the eligible receivers, and the safeties go deep. The MLB watches
the QB in case he takes off, but the MLB can also just cover the area against
short passes in the middle.
QUARTER > MAN LOCK - When you know that they're going to pass, like if it's 3rd
and long, you can't go wrong with this play. Each CB covers one of the eligible
receivers. The safeties go deep. The MLB watches the QB, but can break off like
Under Man.
QUARTER > 3 DEEP - Both safeties and the CB closest to the middle go back. Two
more CBs and the MLB cover zones about 7 yards wide. The end CBs cover the
areas they're standing in, preventing short passes. If the offense runs, you're
screwed. But if it's a shallow pass, though, you'll probably stop it.
GOAL LINE > SLANT STRONG - When you're within your own seven yard line, you'll
want to be very careful. If you make your defense too compact, you'll leave a
large open spot somewhere for a quick run or pass. If it's too sparse, then you
won't be able to help someone in time if they get into trouble. This play is a
healthy balance. Four defensive linemen charge the offense, making runs up the
middle nigh impossible. The men flanking them fall back and step to the
sidelines to deflect passes. Behind the front line is two men who can cover the
middle. On the sidelines are two CBs to stop quick passes, and to tag and
follow the WRs. This play is weak against a sweep.
+------------------+
|+----------------+|
||6. SPECIAL TEAMS||
|+----------------+|
+------------------+
Special teams are the guys who are on the field during any kind of kick.
They're comprised mostly of your best defenders, although the linesmen are
taken out of the equation due to their low speed.
+------------+
|6a. Kickoffs|
+------------+
Kickoffs usually feature your kicker on the 30 yard line. Kicking it out of
bounds will cause a penalty flag to fly, and the enemy gets the ball on their
own 40. If the kicking team kicks it into the endzone, the receiving team can
kneel, taking the ball on their own 20. Otherwise, once a member of the
receiving team gets it, everyone else will block while the ball carrier tries
to get as far downfield as he can.
The first goal of both teams rests on the 20 yard line of the receiving team.
If the receiver can get to his own 20 or farther, he "wins" the kickoff and
puts his team in a good position. If the kicking team stops the receiver before
his own 20, the receiver "loses" the kickoff, putting his team in a rather bad
position.
In the event of a safety, the scoring team will get the ball back. When this
happens, the kickoff is replaced with a safety punt by the kicking team's
punter. This kick will definitely not go as far, because the punter won't get a
running start. Safeties are bad for whoever is scored against for many reasons;
the nasty safety punt afterwards is part of it.
In a non-safety kickoff, you can attempt what's called an onside kick. Here's
the deal: technically, the moment the ball passes the kicking team's 40-yard
line, it's really anyone's to grab. So if you kick the ball at least 10 yards
and your guys get it, you get the ball back. This is what everyone does late in
the game if they're trailing.
This is EXTREMELY risky though. For example, if the ball goes less than 10
yards and one of your guys grab it, you get flagged for illegal procedure
(never mind that the ref doesn't say anything, that's what the penalty is
called). This is a five-yard penalty, but you can re-kick. If you mess up
again, the opponents will simply get the ball on your 40.
Also, if the opponents get the ball at all on an onside kick, they get to start
their drive from wherever they get it, whether it went 10 yards or not. That
means they can start on the edge (or closer) of field goal range... of course,
if you're attempting an onside kick, it's probably because you're extremely far
ahead or behind and can take the risk.
There's no easy way to perform the onside kick. 99 times out of 100, it will
fail. So, before attempting one, practice it to death in Practice Mode. That's
what the mode is there for anyway, and if there's any play that needs a
tremendous amount of practice, it's the onside kick.
+---------------+
|6b. Field Goals|
+---------------+
Field goals feature the kicker trying to boot the ball between the uprights
that lay against the endline of the endzone.
Before I go any further, I offer a quick explanation on how field goal
distances are calculated. The kicker is 7 yards behind the line of scrimmage,
and the uprights are 10 yards from the goal line (due to the endzone). So,
whenever field goal distances are calculated, take the yardage from the line of
scrimmage to the goal line and add 17. For example, if a team is on the 30 yard
line and attempts a kick, the kick is a 47-yard field goal attempt.
Field goal range is from around the enemy's 35 yard line to the goal line,
although 52 yards is stretching it. The safe distance is from the 20 yard line.
Despite the range, you can command your team to kick a field goal from anywhere
on the field if you so desire.
If the kick is made, the scoring team gets 3 points and kicks off to the
opponent. If the kick misses, the defense gets the ball where it was KICKED
(that is, 7 yards behind the line of scrimmage).
Patrick Lim (Neuropat@aol.com) has sent a way to block FGs, especially extra
points...
####################################################
hey ive found a glitch i guess that almost guarantees a successful block
against field goal formation (field goals and extra pts which can REALLY be
useful). First of all, you must be in punt block, pull the guy that goes back
to recieve to the line of scrimage, line up DIRECTLY behind the guy on the ball
snapper...see the diagram below.... and HOLD down on the analog
stick....basically the only thing stopping him from running down and into the
other team member and getting an offsides call is this guy your lining up
behind... When the ball snaps, a guy off the kicking team will pull over to
block you, thus a man is free to break through the line and block the kick. It
is almost always the guy that is 2 or 3 men down (can't remember) but once you
get it, go into replay, look at his number (or name) and substitute him with
the fastest defensive player on your team, usually a safety or linebacker. It
works just about everytime, except when the cpu takes control and jumps into
the kicker......
initial position.......before snap.......the block
d
d
dddddddd dddddddd ddddd dddddd
oooooooo oooooooo ooooo oooooo
d
h h h
k k k
o=offense
d=defense
h=holder
k=kicker
####################################################
+---------+
|6c. Punts|
+---------+
Punting is the way to launch the ball downfield when it's fourth down and you
have no hope of getting a first. You should only pun
|